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8bitworkshop/presets/cpc/medium_scrolling.c

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//-----------------------------LICENSE NOTICE------------------------------------
// This file is part of CPCtelera: An Amstrad CPC Game Engine
// Copyright (C) 2015 ronaldo / Fremos / Cheesetea / ByteRealms (@FranGallegoBR)
// Created in collaboration with Roald Strauss (aka mr_lou / CPCWiki)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//------------------------------------------------------------------------------
#include "cpctelera.h"
#include <string.h>
// Useful constants
// * Start of screen video memory
// * Size in bytes of a complete screen video pixel line
// * Offset from the start of a pixel line to the start of the next (inside same group of 8 pixel lines)
// * Screen character line to be used for scrolling (0-24)
#define PIXEL_LINE_SIZE 0x0050
#define PIXEL_LINE_OFFSET 0x0800
#define CHARLINE 12
//
// Waits n times for a VSYNC signal (1/50s). After each VSYNC signal,
// if waits for 2 interrupts (using HALT 2 times) to ensure that VSYNC
// stops being active until looking for the next VSYNC signal.
//
void wait_n_VSYNCs(u8 n) {
do {
// Wait for 1 VSYNC signal
cpct_waitVSYNC();
// If we still have to wait for more VSYNC signals, wait first
// for this present VSYNC signal to become inactive. For that,
// wait for 2 system interrupts using ASM halt instruction.
if (--n) {
__asm__("halt");
__asm__("halt");
}
} while(n);
}
//
// Scrolls a Character line (8 pixel lines) 1 byte to the left. To do
// this, it goes byte by byte copying the next byte (the one to the right)
// pCharline: pointer to the first byte of the character line (the 8 pixel lines)
// lineSize: number of total bytes a pixel line has
//
void scrollLine(u8* pCharline, u16 lineSize) {
// Scroll 8 pixel lines. This loop is executed 8 times: when pCharline is incremented
// the 9th time, it will overflow (will be greater than 0xFFFF, cycling through 0x0000)
// and will be lower than 0xC000.
for (; pCharline > CPCT_VMEM_START; pCharline += PIXEL_LINE_OFFSET)
cpct_memcpy(pCharline, pCharline+1, lineSize);
}
//
// MAIN LOOP
//
void main(void) {
// Test to be used for scrolling (declared constant as it won't be modified,
// and that prevents compiler from generating code for initializing it)
const u8 *text="This is a simple software scrolling mode 1 text. Not really smooth, but easy to understand. ";
// Pointer to the first byte of the screen character line
// (8 pixel lines) to be scrolled. First 25 pixel lines of screen
// video memory are the 25 pixel 0 lines of each screen character line
// (group of 8 pixel lines), hence this calculation.
u8* pCharline_start = CPCT_VMEM_START + (PIXEL_LINE_SIZE * CHARLINE);
// Pointer to the first byte of the last screen character of the
// character line (last 2 bytes of the 8 pixel lines)
const u8* pNextCharLocation = pCharline_start + PIXEL_LINE_SIZE - 2;
const u8 textlen=strlen(text); // Save the lenght of the text for later use
u8 nextChar=0; // Next character of the text to be drawn on the screen
u8 penColour=1; // Pen colour for the characters
cpct_disableFirmware ();
cpct_disableUpperROM ();
// Infinite scrolling loop
cpct_drawStringM1("Hold any key to pause scroll", CPCT_VMEM_START, 1, 3);
while (1) {
// When holding a key, wait for release (Loop scanning the keyboard
// until no single key is pressed)
do { cpct_scanKeyboard_f(); } while( cpct_isAnyKeyPressed_f() );
// Draw next character at the rightmost character location of the
// character line being scrolled
cpct_drawCharM1_f(pNextCharLocation, penColour, 0, text[nextChar]);
// nextChar will hold the index of the next Character, returning to
// the first one when there are no more characters left, and changing
// Pen colour for next sentence
if (++nextChar == textlen) {
nextChar = 0;
if (++penColour > 3) penColour = 1;
}
// Scroll character line 2 times, as each scroll call will move
// the pixels 1 byte = 4 pixels. So, 2 times = 8 pixels = 1 Character
// Sinchronyze with VSYNC previous to each call to make it smooth
wait_n_VSYNCs(2);
scrollLine(pCharline_start, PIXEL_LINE_SIZE);
wait_n_VSYNCs(2);
scrollLine(pCharline_start, PIXEL_LINE_SIZE);
}
}